XFL League Rules

Updated for the XFL 2012 Season

The Rules are divided into 5 parts:

1. Team Ownership Rules. The rules cover the standards for owning a team in the XFL

2. Play Deisgn - AI Rules. These are present to protect us from the flaws in the game which allow the articifial intelligence to be exploited. These rules are considered serious, and carry the penalties listed below.

3. Play Design - Realism Rules. These rules are present because XFL is a simulation of the NFL.  We want games to resemble actual football games. Violation of these rules does not carry the same penalty as violations of the "AI" rules. Consider these rules as maintaining the "Culture" of our League.

4. PPP Format Rules.  These rules describe the proper format for PPPs.

5. Salary Cap Rules. These rules cover the XFL Salary Cap system and Free Agency.  These rules are on a separate page here:  Free Agent Rules

 

 

1. Team Ownership Rules

The XFL is one of the longest running online FBPro leagues.  The success of the XFL is directly a result of the effort, energy, and integrity of the commissioner, and the level of involvement and activity of the owners.  The following rules are to ensure the integrity of the league, and to assure a long future for the XFL.

·        Each team will have one primary “owner” who is ultimately responsible for all actions of that team.  The owner may delegate certain responsibilities to other people, such as GMs, assistant coaches, etc., but the owner remains fully responsible to make sure the team abides by all rules, and is sufficiently “active” to stay in the league.

·        No person can hold a role with more than one team.  That includes being an owner, GM, assistant coach, etc.  If a person is involved with a team, they cannot have ownership/management/coaching involvement with any other team.  This is to protect the integrity of competition and to eliminate any conflict-of-interest with regard to trades.

·        Owners are expected to participate and remain active.  If an owner is recurrently “absent” from team activities (signing free agents, roster moves, PPPs, draft, training camp, etc), they will be removed and replaced.  If you’re going to be absent for some period of time (vacations, etc) – send an email to the commissioner letting him know your situation, and arrange for someone else to help with critical team activities in your absence.

·        For first-time (or inexperienced) owners, the commissioner may restrict trading during their first season.  This is to allow the owner to learn the complex salary cap system and play design before taking risks with player movement.

 

The XFL is a very advanced FBPro league.  The salary cap system is complex.  The off-season is a series of major events that make a huge difference in the eventual performance of teams during the season.  Owners/coaches are encouraged to use the discussion forums on the league site, and ask questions.  Seek out advice from seasoned owners, and after a couple of seasons, you’ll be well on your way to building a strong franchise.

 

 

2. Play Design - AI RULES

Any play that obviously takes advantage of the AI of the game is illegal. If a play works for huge gains against nearly any defense, with practically any players on the field, the play is probably illegal and should be checked before using it.

A person responsible for PPP Enforcement will review questionable plays. Illegal plays will meet stiff penalties and are at the ultimate discretion of the Commissioner. A team could receive any level of penalty for it's 1st violation.

 

Violations Levels and Associated Penalties

A. Warning - stocked for next game. This penalty may or may not be the first penalty awarded for a team’s 1st violation.

B. Level 1 - stocked for next game + forfeit 3rd round (highest) pick to team played.

C. Level 2 - stocked for next game + forfeit 2nd round (highest) pick to team played + free player swap (team played forces a trade of any player/s desired).

D. Level 3 - stocked for next game + forfeit 1st round (highest) pick to team played + free player swap (team played forces a trade of any player/s desired).

E. Level 4 - Goodbye, try another league.

F. A team with the prescribed draft picks already gone just moves up to the next round pick or level of penalty.

 

Terminology

LOS: Line of Scrimmage - the 20 yard line in the play editor

The “box”: the imaginary box that is bounded on 3 sides by the LOS, and the Offensive tackles. A player is “inside the box”, if he is behind the LOS and between the tackles.

Runner: Recipient of a handoff or pitch

Receiver: Any offensive player who is eligible to be the recipient of a pass

 

OFFENSE

Formation, Shifts, and Motion Rules

·        There are no restrictions on shifts and motion, as long as they comply with all the rules below.

·        There must be exactly 7 players on the LOS in both the initial formation, and at the snap. These 7 players must consist of 5 OL (offensive linemen) and 2 skill position players (WR/TE/HB/FB), one on each side, outside the box. The 2 skill position players on the LOS at the snap do not have to be the same ones who were on the LOS in the initial formation.

·        The offensive line must be balanced. The middle OL must snap the ball to the QB, and there must be 2 OL on each side of the middle OL.

·        Encroachment Rule: No player can have a "Shift To" that extends past the LOS causing an "Encroachment" penalty on the defense.

·        There must be at least 1 RB (HB or FB) “inside the box” in the initial formation. The RB may shift out of the box prior to the snap.

·        All WR/TE, whether on the LOS or set back as a wing or slot, must line up with all parts of their position designation "outside the box." After the initial formation, they may motion or shift such that they are "inside the box" at the snap, provided that EXACTLY seven (7) players remain on the LOS.

·        The QB must line up behind the center. The test being a straight line drawn from the QB will contact a portion of the center's player designation. Shotgun formations are OK, up to 7 yards deep.

·        No player can line up behind the yard limits (listed below) at the snap. In the initial formation, they can start anywhere so long as they are not behind their yard limits AT THE SNAP. In addition, no player can move behind the yard limits (listed below) at any time during the play.

 

 

“At the Snap” Limits

 

“Player Logic” Limits

 

Position

Outside Box

Inside Box

Outside Box

Inside Box

QB

n/a

7

12

12

HB/FB

5

10

10

10

WR/TE

5

n/a

5

10



Running Plays

·        All RB(s) must start "inside the box" in initial formation if they are the ball carrier on a running play.

·        All hand-offs and pitches must register as a run (not a pass) when practiced in the play editor.

·        No “runner” may have “look for pass” logic in any of his logic boxes.

·        No player may use the “throw a fake” logic during a running play

·        Hand-offs and pitches must be initiated from inside "the box".

·        Pitches may be any length, as long as they comply with all rules listed below...

·        Inside Runs/Pitches:  When a runner is inside of the box, the runner MUST be BEHIND the LOS when receiving the ball. 

·        Outside Runs/Pitches: When an runner is outside of the box when he receives a pitch, at the moment the runner catches the pitch, he must be BEHIND (further back from the LOS) the spot where the QB was standing when he initiated the pitch.

·        The runners feet will show where the pitch/handoff is received.  If the play is legal in the play editor / practice field, then it is legal.  In other words, when the play is practiced with a particular team's roster, and the runner's FEET are both behind the LOS (inside runs/pitches), or both behind the QB (outside runs/pitches), then the play is legal for that team.

·        No potential runner/receiver (any eligible runner/receiver who may, by design, potentially touch the ball on a given play) may have any blocking logic after that person is scheduled to touch the ball.  It is OK to have blocking logic (such as “block-release-to”) for a potential runner/receiver, as long as it ends prior to when he is scheduled to touch the ball in the design of the play.

 


Passing Plays

·        Offensive linemen cannot go beyond the LOS (by design) on any Pass play at any time. Exception: OL may go past the LOS to lead block on a screen pass (a pass that is caught behind the LOS), but their logic must extend no further than 5 yards past the LOS.

·        Timed Passes may not go beyond 15 yards. The marked end spot may not exceed 15 yards beyond the LOS, for either bullet passes or lob passes.

·        Timed Passes may not travel backward. The marked end point may not be behind the passer.

·        NEW On QB roll-outs (check-receiver passes), the WR/TE/HB on the LOS may not have any "stop & wait for” logic at the beginning of their logic before going out for a pass. Also, if the WR/TE/HB are in the Down position on the LOS (Normally the TE position) They may not go out for a pass if on the same side that the QB roll-out occurs. (This is to prevent an AI buster that causes the DB in coverage to go after the QB if they are in aggressive or shade under coverage. Thus, Leaving the WR wide open to a big gain.) 

·        Plays which have the QB roll-out and “check-receiver”, but have no eligible receivers with “look for pass” logic, are illegal.

·        Plays that delay a receiver in the backfield until the defense thinks the play is broken, and then send the receiver out for a pass, are illegal. This includes plays that send the receiver backward until the defense thinks the play is broken.

·        Throw Fakes: No player may use the “Throw Fake” logic when he is within 10 yards of another eligible receiver. Only one "throw-fake",  may be used on each side of the field during a play. (This means a max of 2 "throw-fakes" total per play).

·        Only one pump fake allowed on pass plays.


DEFENSE

·        No part of any defensive players “zone” may be “inside the box” on the offensive side of the LOS

·        Minimum of 2 defensive linemen on all plays.

 

SPECIAL TEAMS

·        No customs plays are allowed, except league approved special teams plays posted on the XFL site. These plays may not be edited, except for substitutions.

·        No logic in any special teams plays may be edited, ie all logic on these plays must be stock.

·        Player substitutions may be made but no offensive skill players (RB/WR/TE) are allowed on the defensive line of scrimmage in PUNT or FG defensive plays.

 

GAMEPLANS and PROFILES

Offensive Gameplans

·        Offensive gameplans require a minimum of 32 unique plays. Flipped plays DO NOT count as unique plays.

·        You must have four unique plays for each play category used in your game plan. Plays may not be duplicated in the same category (either the blocking scheme or primary route must be altered).

·        You must have at least seven play categories in your game plan. (ie. run left, pass medium right, goal line rune, etc..).

·        There are no restrictions on the number of timed passes allowed.

 

Defensive Gameplans

·        Defensive playbooks require a minimum of 16 unique plays. Flipped plays DO NOT count as unique plays.

·        You must have at least four unique plays for each play category you use in your defensive game plan. Plays may not be duplicated in the same category. Formations may be the same, but logic must be changed. Changing a player from aggressive to conservative constitutes the play as being changed.

·        You must use at least four play categories in your defensive game plan. (ie. pass medium, pass short, run middle, goal line pass, etc...)


Offensive and Defensive COACHING PROFILES

·        There are no restrictions on percentage weighting of play categories called in profiles.

·        Every play category used in your game plan must be represented in your profile. The use of the random option is accepted in this area. Run random covers all run categories.

·        No calling of specific plays is allowed in profiles. Play categories (ie. Pass medium random, etc..) Only!

 

 

3. Play Design - REALISM RULES

If you spot violations of realism rules your first step should be to politely email the owner in question. If this does not produce results then email your conference representative. While these rules are not as "serious" as the AI rules, they are important to our league. Repeated violations will force the commish to take action.

 

Position Changes. 

Postion changes, ie FB/HB, C/G/T, DE/DT, S/CB are allowed but will result in the player being injured P2 (to simulate his learning curve). Offseason position changes (Before Camp) are allowed without penalty.

 

Offense

·        OL Must be T-G-C-G-T in the play editor on all Offensive plays.

·        QB1 must be the quarterback in the play editor at all times. QB2 plays are not allowed. QB2 may only enter the game as a result of fatigue or injury.

·        WR1 or WR2 (Meaning your best 2 WRs) must be used on all run plays.

·        OL  splits. The two Tackles must be  at least touching the hashmarks. They may not be completely outside of the hashmarks.

 

Defense

·        The following personnel are  required to be on the field at all times for all  defensive plays.  Exception: You can have 2 "long pass" defenses with just 2 DL's.

·        All DE's must be in a 3pt (down) stance. DT's must be between and not touching the hash marks.

 

 

4. PPP Format Rules

 

·        PPPs must be sent to the commissioner in ZIP format.  You may name your ZIP file anything you want.

·        When you create your profile you must include the game plan in the profile.  Since game plans are included in the profile, you may name them anything you want.

·        Profiles need to follow a simple naming convention.  Your three letter team abbreviation followed by OFF and the half number for offense and DEF followed by the half number for defense.  I.E for the Giants:

 

NYGOFF1.prf and NYGOFF2.prf (offense)

NYGDEF1.prf and NYGDEF2.prf (defense)